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Howdy,
OK, I know my axis system is left handed with the Y axis pointing up, but what is the parity?
Here is a screen shot of a camera’s axis:

You can see that the Z axis points in the same direction as the camera’s view direction.
So which parity is that?
Adios,
Cactus Dan
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I noticed that if you zero out the rotations of the camera in Motion Builder, it looks down the x axis! So it doesn’t actually match Maya Y up quite....
Author: SimonWakley
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| Replied: 04 December 2010 06:09 AM
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That matches eMayaYUp/eOpenGL, so I would guess odd.
Most of the pre-defined systems in kfbxaxissystem.h are odd anyway.
If you’re writing out a FBX, you can simply use of the pre-defined systems.
No need to set each property.
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Howdy,
Well, I’m not exporting to FBX, I’m trying to import FBX and get the scene’s axis system converted, but the FBX animation still comes in mirrored compared to the View Scene example application (on the left):

If I ignore the axis system, and just import the file as is, it’s no different than if I try to convert the axis system.
The code I’m using is taken from the View Scene example:
// Convert Axis System to what is used in this example, if needed
KFbxAxisSystem SceneAxisSystem = pScene->GetGlobalSettings().GetAxisSystem()
KFbxAxisSystem OurAxisSystem(KFbxAxisSystem::YAxis, KFbxAxisSystem::ParityOdd, KFbxAxisSystem::LeftHanded) if( SceneAxisSystem != OurAxisSystem ) {
OurAxisSystem.ConvertScene(pScene); }
... the only change I made in the code was switching the last parameter of OurAxisSystem() to “LeftHanded”.
So, what does ConvertScene() actually do? It doesn’t seem to do anything.
Adios,
Cactus Dan
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Howdy,
Thanks Jiayang, for the links, but the link to the open source in that one post needed privileges that I don’t have.
But, I managed to do a google search on handedness conversion and wrote my own conversion function.
Now, I have it importing correctly:

Adios,
Cactus Dan
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